Current State of External Ballistics

General discussion of the Project Reality: BF2 modification.
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Fracsid
Posts: 115
Joined: 2006-12-12 00:35

Current State of External Ballistics

Post by Fracsid »

Good morning,

I saw the 1.4.8 terminal ballistics changes and it occurred to me I haven't heard anything about the state of external ballistics for small arms in PR in a long time. What's the deal? Last I heard the development team were limited by the fact that the tracer visual effect could not be accelerated fast enough to match the actual velocity of the bullet, so the options were to give bullets accurate velocity and drop while having inaccurate tracer effects, remove tracers, or have the bullets match or nearly match the tracer trajectory, which I believe is what the decision was.

What does the velocity/drop model for small arms look like currently, and is it based on actual G1 or G7 ballistic coefficients?

I have definitely noticed as I've played that the US RCO/ACOG Ballistic Drop Compensator feels a bit off (and is perhaps scaled wrong for range estimation). Are the mils or other graduations in optics correctly scaled to where they could be used for rangefinding and holdover? I am the ******* that would use a real ballistic calculator on a smartphone to figure out my holds in PR, were it possible.

On a side note, with the terminal performance difference between intermediate caliber and full power weapons being a lot more drastic now, and with the marksman damage advantage being eliminated, can the marksman weapons that have an automatic setting in real life (mostly just the .22 cal ones) have that reflected in PR without being unbalancing? And vice versa for ARs that have a semi automatic setting?
QuickLoad
Posts: 609
Joined: 2014-06-20 20:07

Re: Current State of External Ballistics

Post by QuickLoad »

I never got to the point where I had time to look at mildots, range my target AND then engage - that's something for recon / marksman / sniper / spotter.

But I can tell you that the mildots / acog 4-6 are nearly accurate, and the tracers match the bullet's trajectory(and impact).

So using the 400m range on the RCO/ACOG will grant NEAR perfect accuracy assuming you are shouldered, prone and have the range nearly on mark.

The only way to be certain of a range is to use the ingame GLTD though. I generally look at my tracer/bullet impact and range from there, though. First shot accuracy is always a calculated gamble as regular infantry but second shot accuracy will almost be guranteed if you aren't under fire.
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